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User Manual
Buildbox™ User Guide
Contents Summary
Buildbox™ Screens .................................................................................................................................. 9
How Do I................................................................................................................................................ 94
Index.................................................................................................................................................... 104
Contents
Buildbox™ Screens .................................................................................................................................. 9
Welcome ............................................................................................................................................. 9
Creator .............................................................................................................................................. 10
Group Layer........................................................................................................................... 14
Drag-Drop to Create New Items ................................................................................................... 14
Background ................................................................................................................................... 15
Character....................................................................................................................................... 16
Objects .......................................................................................................................................... 23
Effects............................................................................................................................................ 32
Trail ........................................................................................................................................... 32
Light........................................................................................................................................... 33
Flag ............................................................................................................................................ 34
Particle ...................................................................................................................................... 35
Logic .............................................................................................................................................. 38
Transform .................................................................................................................................. 38
Portal ......................................................................................................................................... 39
GateKeeper ............................................................................................................................... 40
Path ........................................................................................................................................... 41
Menus/Screens ................................................................................................................................. 49
Buttons ...................................................................................................................................... 55
Event Observer...................................................................................................................... 66
Unlock (Logic) ........................................................................................................................ 67
Characters (UI) .......................................................................................................................... 68
Character Button................................................................................................................... 68
Multiple Unlock ..................................................................................................................... 70
Single Unlock ......................................................................................................................... 71
Joystick .................................................................................................................................. 71
Accelerometer....................................................................................................................... 72
Labels ........................................................................................................................................ 73
General.......................................................................................................................................... 77
Controllers..................................................................................................................................... 80
Keyboard ................................................................................................................................... 80
Gameplay ...................................................................................................................................... 81
Advertisements ............................................................................................................................. 82
Preview ......................................................................................................................................... 86
File ................................................................................................................................................. 88
Edit ................................................................................................................................................ 88
Add ................................................................................................................................................ 88
View .............................................................................................................................................. 89
Tools .............................................................................................................................................. 89
Help ............................................................................................................................................... 89
Advanced .......................................................................................................................................... 91
Motors........................................................................................................................................... 91
Convert to Clones.......................................................................................................................... 91
How Do I................................................................................................................................................ 94
Index.................................................................................................................................................... 104
Buildbox™ Screens
Welcome
This is the first screen you will see in Buildbox™.
This is the first screen you will see when opening the software. You can also access it via the menu
bar (Help -> Welcome Screen)
Tutorials: These may change over time. A time of this document, there is a button for
Tutorial Videos that takes you to the website, and two example tutorial games.
Latest News: Latest news from our website. Click on one to view in a browser.
You will also see the [Create New] button that shows the Creator screen for a new project, and a tick
box down the bottom to have BuildBox™ open every time your boot up your computer.
Creator
This is what you see when you request a new game in Buildbox™.
Set the following options, then press the [Create] button. All of these can be changed later – they
are however the fastest way of getting your base settings correct before you start. Pay particular
attention to the menu and world settings, as they setup a lot of elements, automatically, that you
would otherwise have to set up by hand:
Name: Name of the project.
Basic Settings:
Portrait
Landscape
o Score Type:
Gameplay Settings: The following presets are available – they will be used for physics
settings on every World when the project is created. Each option, excluding Default, comes
with an example level to get you started:
o Default
o 360 Shooter: space shooter where you can shoot in any direction like Smash TV.
o Around the World: an orbiting game where you jump over objects as you circle a
globe.
o Downward Bounce: like Jupiter Jump, where player jumps down when button
pressed.
o Fall Switch: pitfall style, with single touch control to change direction between left
and right.
o Gravity Portal: side-scroller where player controls two characters at once, and a
touch of the screen swaps gravity between up and down.
o Gravity Runner: side-scroller where a touch of the screen swaps gravity between up
and down.
o Impossible: like the Impossible Game where game scrolls from right, and the main
user control is jump.
o ISO Jump Slide: isometric slide and jump game. Tap screen to jump.
o ISO Jump: isometric slide and jump game. Tap screen to jump.
o Platformer: Classic platformer where you move around and jump over platforms in a
side scrolling world.
o Shooting Runner: sideways running game, with shooting, like Robot Unicorn Attack.
o Side Shooter: classic space shooter game where enemies come from the right and
there is no gravity, like R-Type.
o Stage Clear: Move around and collect all coins to complete stages of the game.
o Stick Jump: side scroller where the game field scrolls when the Character is in the
air, and remains mostly stuck otherwise.
o Wall Jump: a vertical version of Gravity Runner. Character moves up the screen, and
will move to the left or right till it hits a wall. A tap on the screen will change
direction.
o Wall Reverse: Character jumps repeatedly off the air by tapping the screen, and
must avoid the obstacles as it bounces from wall to wall till it reaches the top.
o Zig Zag: Similar to Wall Jump, but the Character is moving diagonally upwards all the
time. Tap to swap movement direction between left to right.
World Settings:
o Game Type:
Multi World: More than a single game world to select and/or move through.
o World Amount: Will only appears if Multi World selected. The number of worlds to
create. Values 1 to 10.
World Select: (only if Multi world selected) Take user to screen to select
next world to play.
o Single UI for World: (only if Multi World selected) Tick for a single UI, or leave un-
ticked for a separate screen for each World.
Scene Editor
This is the screen you will be spending most of your time in, while using Buildbox™. It is where you
edit the scenes that make up a World.
At the top-right of the central second of the Scene Editor you will see four buttons:
Show Game Frame: overlay the game frame over the current Scene in yellow.
Lock Backgrounds: Lock all background elements. Note: you can lock and unlock
individual background elements though the Scene Tree.
Snap Movement: snap to a grid on object placement, to make things easier to line-up.
Activate Connection Mode: See Connections
Debug Mode: Show additional information on screen.
Scene Tree
The second column of the Scene editor shows a tree of all items in the scene. You can select any
item in the scene by clicking on it in the tree. By default all items are listed in the order they were
created. You can rearrange the tree by clicking and dragging an item.
All non-background items are under Game Play Layer at the top. Press the trash icon down the
bottom to delete the currently selected item.
There are two columns to the right, one with an eye symbol, and the other with a lock symbol. Next
to each item there are two dots – that line up with those symbols. Clicking those tots will toggle
their setting.
The dots under the eye you can use to suppress display of an item. The dots under the lock symbol
will allow you to lock an item down so you can’t accidentally move it.
Group Layer
Press the folder icon down the bottom to create a Group Layer at the current location (you will be
prompted for a name). A Group Layer cannot be embedded in another Group Layer. There are
three you can see on the right when a Group Layer is selected:
Auto Depth Sorting: Turn on the options, below. The further up the selected Axis, the
object will either ascend or descend on the Z axis ie move toward or away from the screen
toward the viewer.
Sort Direction:
o X Axis: change Z order/depth based on movement down the X axis.
o Y Axis: change Z order/depth based on movement down the X axis.
Sort Order:
o Ascending: Move toward the viewer based on the selected axis, above.
o Descending: Move away from the viewer based on the selected axis, above.
As soon as the mouse is over the scene editor you will see the following overlay. Drop the PNG file
onto the relevant segment. You should see the item appear in the asset bar on the left, and also
appear in the current scene you are editing.
Background
To lock or unlock the background, press the padlock button at the top of the main scene edit area.
When the padlock is not highlighted, you can select and edit the background elements.
Speed: the speed the background will move. Different speeds on different background
layers will show a nice parallax effect.
Tiling Offset: not usually needed, however this lets you change the point at which the
background image is butted against the next section for tiling.
Fixed Rotation: keep tiling images straight up and down even as the background is rotated.
To see this effect it is best to play with a rotated image and see what happens with the
setting ticked or not.
Keep in the mind the game direction setting when set up your background.
Character
Buildbox™ supports multiple characters the player uses
interacts with. To set the initial position of the character, view
the start scene, and drag the player to your preferred position -
which can be out of view if you want to have the player drop
into view or something similar.
Ground Collision: MP3 file - played when character collides with the ground.
Gameplay Effects
o Cast Shadow: if player will cast a shadow when struck from a light from a light
effect.
o Fall Attribute: a non-zero value will cause the Character to fall off the bottom of the
screen (assuming gravity is in a down direction). The number will determine how
gar up (against gravity) the Character will bounce up before falling.
Monitization:
o Purchase Method: This determines how a player will be able to access this
character.
Free: Available by default. You should obviously have at least one Character
set to this so the beginning player can play the game.
HeyZap: This is an ad network that allows you to select the best ads
in terms of earnings across various networks. Useful for rewarded
videos given that inventory across ad networks can be low.
o Jump Counter: how many jumps can be made before touching the ground. Note:
this was incorrect in previous version of the User Manual – functionality in
BuildBox™ has not changed.
o Ground Threshold: Detection of ground is used for allowing Jump. If you have
platforms with angles the character may sit across, it may be too far above ground
to jump – even though parts of the character are still on the ground. You can fix this
by increasing this value.
o Jump from Ground: can the player jump off the game-field boundary.
o Left Lean Force: force that will lean/rotate character left when lean-left button
pressed.
o Right Lean Force: force that will lean/rotate character right when lean-right button
pressed.
o Platform Friction: friction force that will stop character sliding against platforms.
Note: this will not affect objects attached to the character.
o Rotation Drag: force that will slow down any rotation of the character.
o Air Drag (x and y): force that will slow down the character's movement over time.
o Direct Movement: when checked, character can be moved around the screen by
directional controls.
o Forced Movement: if ticked, them a movement of the background will force the
player character to move – keeping it in the same position on screen. If not ticked,
then the character – unless being moved by the person playing the game – will stay
fixed on the scenery, causing it to move toward the edge of the screen.
Advanced Move
Options avilable are:
Damage
Damage: Amount of damage inflicted on
another object.
Damage Delay: How long till the above
damage is inflicted.
Health
Health: The amount of health this
character has to lose before dying.
Lives: How many times this character has
to lose before dying completely.
Rotation Mapper
Animation: The animation to show while
rotating.
Ghost Jump
Jump typically used for isometric games.
Character Icon
Regular Icon: Normal icon seen in
character selector.
Locked Icon: Locked icon seen in
character selector.
Connections
To setup and edit connections, press the button highlighted, above. You will see a yellow dot at the
centre of each item in the scene.
To create a connection, drag and drop from the source to the destination entity's yellow dot. The
source entity will be in control of the other entity. Ie where the source moves the destination will
move too.
Note: if you connect an object to the Character, and have platform objects that are set to destroy
the Character, be sure that you set the parent object’s Health value to 1 higher than any object’s
Damage value (even if that Damage value is 0). If you do not do this it will die on contact.
It should be noted that connections may move about their axis, if the object they are attached to is
able to move. You can see this by placing three objects on screen:
The second object will turn in place, while the third object will swing around if pushed (using the first
object as a hinge).
For more advanced usage, see Motors, under the Advanced section.
Objects
Once an object has been created (see Drag-Drop to Create New Items) you can now edit them in the
asset bar on the left, or edit any instances that are sitting in the current scene (referred to as sub-
objects).
We will deal with the former, first. To edit the object, click on it in the asset bar, and you will see the
options on the right, as you can see in the screenshot. The options are:
Name: used for internal reference only. It will appear in the Scene Tree
Default Animation: Shown most of the time object is on screen. See Animation Editor.
Idle Sound: sound that is played when object is awake and on-screen.
Wakeup Sound: sound that is played when the object wakes up.
Advanced Move
Options avilable are:
Damage
Damage: Amount of damage inflicted on
another object.
Damage Delay: How long till the above
damage is inflicted.
Health
Health: The amount of health this
character has to lose before dying.
Lives: How many times this character has
to lose before dying completely.
Rotation Mapper
Animation: The animation to show while
rotating.
o Physics Object: this is for an object that you want to obey the laws of game
physics. It will move around, bounce, etc and respond to forces acting on it.
o Enemy: this is an object that will kill the character on contact, and can be killed
by attacking it.
o Enemy Bullet: similar to the above, this will spawn copies of itself at intervals.
o Character Bullet: this will spawn copies of itself at intervals. All copies produced
will kill the character on contact.
o Wheel: as it sounds. Used for wheels including wheels attached to the character.
o Fixed: Object will not be effected by forces of gravity or other objects working
upon it.
Transform:
Movement:
o Random factor: an amount between 0 and this value will be added to the basic
value.
o Angular Velocity & Random factor: value in degrees per second that the object
will rotate about its pivot point. Positive values are clockwise. Random factor is
an amount between 0 and this value will be added to the basic value.
Properties:
o Collision Type:
Destroy Type: This has been split from Collision Type for greater flexibility. Determines
if the Object’s Damage value will be subtracted from an objects Health value on contact
(both those values are set on the parent Object)
o No Destroy: Nothing will contact when this object’s collision box touches any
others.
o Destroy All: Will damage any enemy or player Character. Destruction of object
collided with can apparently avoided by giving it a high health value.
Wake Up:
o Disabled: object will start awake.
o Distance Based: object will wake up when the character is the specified pixels away
from the centre point.
o Collision Based: object will wake up when the character's collision box collides with
it.
o Wakeup Distance: distance in pixels (shows if Distance Based)
Sleep:
o Distance Based: object will sleep after moving the character is the specified
pixels.
Spawn Action:
Actions
Actions are mostly configured from the parent in the object bar to the left. The basic settings are:
Action Type:
o None: do nothing.
Animation:
Action Animation: PNG Drop Box for the animation to play when triggered.
Animation Placement:
Animation Behaviour:
o Replace: replace really only makes sense with placement of Action and Character.
You could replace character animation to change what the playing character looks
like while the Action is working. (For some examples, in an fantasy game you could
have an animation of your character doing something with their hands for a Kill All
Enemies action, or a cloud of smoke for Next Checkpoint)
Animation Repeat:
Sound:
Idle Sound: sound to play when Action is on screen and not yet collected.
Properties:
Reward Coins: how many coins will it take to purchase this Action. Leave to 0 if not
purchasable.
Show Coin Reward: display the coin value when player picks up the action.
Show Points Reward: display the point value when player picks up the action.
Appearance Chance: a value of 100 will always show this Action, and anything less than this
will show it sometimes. 50 would mean show half the time the game is played.
Properties:
Camera Flash: run a camera flash effect on the whole screen when Action is triggered.
Gameplay Properties
Shown only when Action Type is set to Gameplay. These are a mix of world and character settings
that will change when this action is tripped.
Time Warp: how long to wait before adding 'speed increase' to the current game speed.
Velocity Drag: force used to slow anything that is moving down. Directly opposes all movement
unlike air-drag for character, though very similar.
Rotation Drag: force that will slow down any rotation of the character.
Bounce Force (x and y): force the Character will exert on another object. Note: values here will
constrain the movement of the player in an unrealistic way - eg with a vertical bounce force,
hitting an angled surface will bounce you straight up and not sides - usually this is what you
require. That is why there is an X and Y value to specify. If you require more standard physics for
your bounce, leave this at 0,0 and put a value for World Bounce force. Also this will not affect
objects attached to the character.
Score Multiplier: Scoring is 1 point per pixel moved. A value here will increase that. Eg value of
10 will mean 10 points per pixel.
Air Drag (x and y): force that will slow down the character's movement over time.
Platform Friction: friction force that will stop character sliding against platforms. Note: this will
not affect objects attached to the character.
Game Direction: In clock-wise degrees where 0 has the character moving left. -90 will be
moving up, 90 will be moving down, and 180 will mean moving left.
Action Placement
Placement of Action instances (a sub-Action) is the same as any other asset type. Simply drag and
drop the Action onto the scene.
As for Objects, you can select it, and set the following properties:
Rotation: in degrees.
Effects
All the Effects work in a similar way. They are not Objects, so cannot be given physical properties.
Some you can attach to objects however so you can in some cases make appear to have physics
properties - by making the attached object bounce and move.
Trail
Trails can do all sorts of things, largely limited by your imagination. They can be used to show creepy
tentacles, waving grass, smoke, etc. Options for a trail are:
Scale (x,y): after the other options are calculated, the scale values are used to resize/distort
the trail.
Texture: a PNG drop box that lets you paint the trail with a particular texture.
Wave Height: how high each wave movement will be - the distance from the very bottom to
the very top of the wave.
Wave Length: how long each wave movement will be - the distance from peak to peak.
Light
Lights are a nice simple way of providing atmosphere to a game. Be cautious about over using them
however a too many will start to use up available CPU time. Options for a light are:
Rotation: at first glance this may have no use, however if you scale the light into an oval
then rotation is useful for pointing that object in a particular direction.
Scale (x,y): You would usually leave this at a value of 1,1 - because setting Radius is a better
way of making the light bigger or smaller - however mixed value of x and y will let you distort
the light.
Color: what color the light is. This can have some non-obvious effects, like making the light
object into a spreading darkness by making it a dark or black color. It is a full color-picker so
you can set anything including transparency.
Cast Shadow: a great way to add atmosphere. The various objects' collision boxes will be
used for the shadows cast.
Notes:
Shadows will not appear in the editor. You need to run the Preview mode to see them.
You can achieve a similar effect to light by careful use of an imported image Object. See the
Character in the example game, Spark.
Lights and shadows are a little computationally expensive, so can be revisited when you
need to optimise a game.
Flag
A flag is just what it sounds - an image that appears to be rippling in a breeze. Now you are not
limited to just flags - you may use this effect to animate jellyfish or similar. Just remember that if
you want this effect on an enemy, that there needs to be an actual Object attached that will kill the
player character. Available options are:
Scale (x,y): You would usually leave this at a value of 1,1 - because the other settings will
make thing bigger already. You can use these to distort the result.
Texture: a PNG drop box that lets you paint the trail with a particular texture.
Wave Height: how high each wave movement will be - the distance from the very bottom to
the very top of the wave.
Wave Length: how long each wave movement will be - the distance from peak to peak.
Particle
Scale (x,y): You would usually leave this at a value of 1,1 - because the other settings will
make thing bigger already. You can use these to distort the result.
Emitters: This brings up the Particles Editor, where the magic happens. See the following
section for details.
Particles Editor
With this screen you have the full power of any of the market leading particles editors – but built
into the Buildbox™ program. If you find a particle effect you like in another program, just note down
the settings and fill them out.
It may not be obvious at first, but you can create a particle effect using multiple emitters. The
example screenshot shown is using two. Just remember that using a lot of particle effect can use a
lot of CPU capacity.
On the left of screen you will see a list of emitters. Similar to the Scene Editor, you can lock or hide
an emitter. You can delete them by clicking on the trash icon down the bottom, or add a new
emitter by clicking on the [+] icon.
Also like the Scene Editor, at the top of the centre section you will see the debug icon, which turns
on or off the emitter symbols. It can be handy to turn them off to better see the animation.
Drag your emitters around till you are happy with their placement, in the knowledge that in-game
they will be placed according the centre of the screen marked with the cross.
Rotation: angle in degrees that this should be rotated. Not normally used.
Texture: the image used for every particle this emitter spawns.
Total Particles: How many particles to have on the on screen at any one time. More
particles will not be spawned until existing particles disappear. Increase this to increase
your particle volume ie more smoke, fire, etc.
Blend Additive: overlapping particles add to each other making the overlapped areas
brighter. Useful for flames.
Start Size (and random variation): the size of the particle when it is first spawned.
End Size (and random variation): the size of the particle when it is destroyed.
Start Spin (and random variation): the spin of the particle when it is first spawned.
End Spin(and random variation): the spin of the particle when it is destroyed.
Radial Acceleration(and random variation): How much acceleration away from the point of
emission is given to a particle. An explosion will have a high number, here, while smoke or
water will have 0.
Life(and random variation): how long will the particles live before they are removed.
Position Type: - how will the particles will act once emitted into the world. The effect of this
setting can only be seen when you have a moving particle emitter.
o Free: Particles are attached to the world and unaffected by the emitter movement.
o Relative: Particles are attached to the world but will follow the emitter as it moves.
(this mimics real-world behaviour)
o Grouped: Particles are attached to the emitter and move directly with it.
Mirror
This is a reflecting water effect. The following options are available for each mirror:
Rotation: angle in degrees that this should be rotated. Determines what side of the mirror is
nearest the screen.
Logic
This is where objects that dynamically control game objects appear. It appears under Effects and
above Labels on the main bar to the left. There is currently a single Logic item available. They are
not the only thing that can be used to alter game play during game play. Actions can also be used to
alter game play settings.
To use a Transform item, simply drag onto the active scene. Once this is done a single instance will
be created, and settings can be configured on the right (when selected) as shown above. There is no
effective limit to the number of Logic items that can be used on a scene.
Transform
Objects colliding with this will have their setting changed. The available settings are:
Position (x,y): as for any other placed item.
Rotation: angle in degrees that this should be rotated. Not normally used.
Position Modifier (x,y): move the affected object in the x and y directions.
Scale Modifier (x,y): change the size of the object. Negative values can be used to invert
the object – useful for an object that needs to turn around the go back in the opposite
direction so the object does not end up moving backwards.
Linear Velocity Modifier (x,y): change to the speed the object is moving
Angular Velocity Modifier (x,y): change to the speed the object is rotating.
Affected asset: a dropdown of all Objects in the game. One modifier is needed per Object
you wish to affect. This is also where a good naming convention will make your job as a
game builder much easier! If you want to Affect the player Character or World, you need to
look at Action, Gameplay type (see Gameplay Properties).
Affect operation: how to apply the settings listed here, to the Object values in-game.
o Add: Add values to the existing values for the affected object.
o Multiply: multiply existing values for the affected object. Useful when turning an
object around by applying -1 values for example.
o Replace: change all values you have set. If you set all values then all values will
change. If you set only some values – leaving the rest blank – then only the changed
values will alter.
Portal
Portals are used for jumping the Character from one place in a World, to another – and optionally
duplicating the Character (something Agent 86 would be familiar with). The available settings are:
Position (x,y): as for any other placed item.
Rotation: angle in degrees that this should be rotated. Not normally used.
Group ID: this portal will transport to(/duplicate) or from other portals with this group ID. If
there are more than two portals with the same id, the Character will be duplicated.
Delete Input Object: if this is not ticked, the portal will be a duplicator. The original will still
be at the entering Portal.
Exit Only: portal will not activate when moved into. It will still act as an exit, however.
Search Radius: How far away the character can be and still trigger the portal open.
GateKeeper
Gatekeepers are used to prevent a player Character from passing more than a number of times
through an area. Used to create, for an example, a one way door (though they are more flexible
than that). The available settings are:
Position (x,y): as for any other placed item.
Rotation: angle in degrees that this should be rotated. Not normally used.
Passed Amount: Number of times the Character will be allowed to pass through the
GateKeeper. Every time the Character passes through it, this number will reduce by one
until it reaches 0. Once it is zero, it will be impassible.
Path
A Path will let you take the Character on a ride. Control by the player ceases, while the Character
moves along the line you have defined. If there are physical Objects, or Logics, etc, they will interact
(or interrupt) the Character while on the Path.
After dragging onto the design screen, you will see the Path represented as a green line. Note the
following elements:
Click the larger version of this to add a segment to the end of the line. Click any of the
smaller versions in the middle of a segment split a segment in two (if they are not currently
visible, the split action will still occur).
Search Radius: How close the Character needs to be to activate this path.
Speed: how fast the Character should move. If this was set to a very high value, it would
look a lot like the actions of a Portal (provided there was nothing in the way to interact or
stop the Character of course).
Attraction Force: how much force each point in the path will attract the Character, in turn.
This is a setting that is a lot of fun to play with. With very low values you can get effects
similar to Angry Birds™ Space around each point – that can be resisted by the player controls
and other forces including the World’s gravity. Allowing the player to fight the Path, means
they can eventually move out of its influence, when they get far enough away.
Keep Velocity: when Character finished path, it should have its original velocity.
Image Direction: tick this to keep the player pointing the ‘right’ direction on the Path.
Play Mode: how the Character will move along the Path
Affected Asset:
Menu Jump
Place one of these in a Scene, and a new OUT selector will appear in the Mind Map. You can use that
to take the player to any other world.
Rotation: angle in degrees that this should be rotated. Not normally used.
Pause Current World: Keep current world in a frozen state, so that when the Character
returns to this world, they can continue from the current location and game state.
Timeline Editor
To open the Timeline Editor, press the down arrow highlighted, above. This will easily show you all
the scenes and how they are arranged. To go back to the simplified view, press the same button
again.
The Start scene is a special scene that will always be first. All other levels can be placed anywhere in
the time line. Where two or more scenes overlap - as Scene 2 and 3 do in the example, Buildbox™
will randomly select from each of them at run-time. Each level will have an even chance of
appearing.
Where only a single scene appears - no overlaps - then scenes will just appear in order.
If you look at the currently elected scene, above, you will see that the start and end position on the
time line diagram, also appear on right. All numbers are in pixels.
For easier testing, you can deactivate or "solo" scenes. "Solo" means show the same scene
repeatedly. Colors will change to indicate what will appear in the Preview.
To solo a scene, press the blue "S" next to the scene on the time line, or select the scene and press
the "s" key on the keyboard.
To disable a scene, press the red "M" next to the scene on the time line, or select the scene and
press the "m" key on the keyboard.
A scene in green will be soloed, and scenes in red ware disabled for the Preview.
Keyboard Shortcuts
Editor Controls
Game Mind Map
Right click show add-new menu when the right-click is on the background
only. The menu is rather self explanatory:-
Drag and drop move currently selected object, character, action or effect.
⌘- + (Mac)
⌘- - (Mac)
Scene Editor
[space] activate hand tool. When hand appears, you can use click and drag
to move the level around.
[command]-Right click (Mac) show list of objects under the mouse (Mac only). Click an object in
the menu to select it.
[ctrl]-right click (PC)
Right click show layer menu with these options, which will be performed on
the selected object, character, Action or effect:-
[ctrl]-} (PC)
[ctrl]-] (PC)
[ctrl]-[ (PC)
[ctrl]-{ (PC)
[ctrl]-C (PC)
[ctrl]-V (PC)
[ctrl]-X (PC)
⌘-[shift]-4 (Mac) tool for calculating number of pixels in a specific area and make a
screenshot of an area.
Drag and drop move currently selected object, character, action or effect.
[shift]-Drag and drop move currently selected object, character, action or effect
horizontally or vertically only.
[option] (Mac)
⌘- + (Mac)
⌘- - (Mac)
⌘-1 (Mac)
⌘-2 (Mac)
⌘-3 (Mac)
⌘-4 (Mac)
⌘-5 (Mac)
⌘-6 (Mac)
⌘-7 (Mac)
Scene management
J jump
[space] Shoot
Menus/Screens
Game Mind Map
This screen shows an overview of the Buildbox™ menu structure for your game, including what
screens allow you to navigate to what other screens. There are two types of Screens:
Scene Screen (blue): In versions of Buildbox™ prior to version two, there was only one of
these. This is a game-play screen. It houses the levels only - there are NO UI controls set
here. To setup game play UI you need to create a UI Screen, and link it to the UI item in the
Mind Map.
Start (green): a special screen that has only a single exit point – Load. For more details, see
Start Screen.
A new game will have a ‘standard’ layout based on your choices on the Creator screen. You can add
additional screens by right-clicking on the background. A popup menu will ask you what type of
screen you want to create. You can also duplicate an existing screen by pressing ‘D’. To remove
existing screens, click on one to select it, and press the [delete] key.
Entry points are on the left, and exit points are on the right.
To link Actions on screens together, click and drag from one named element to another. There is a
lot of flexibility, and it is up to the user to determine what connections make sense.
To edit a screen’s options, simply click on one of the boxes, and look to the right, and it will highlight,
as shown, below.
UI Screen Options
Name: Name of the screen for your reference. This will appear on the mind map and in
menus.
Ad Interstitial: what ad network will show on this screen. Note: if you select an ad network
that is not on the platform you are exporting, no ads will show on this screen (eg if you
select Vungle and export to PC, there can be no ads shown as there is no such thing as
Vungle on the PC at the time of writing). Select None, or any of the ad networks, listed,
including the following special option:
o Custom for iOS and OSX only – allows you to call custom code for this screen. You
could use this to implement your own ad lib, or for antyign you want to happen for a
particular screen. You need to export the game, then edit the following:
AppController.m file:
Ad Banner: for screens that support banners, what banner should show.
Ad Interstitials Freq.: 0 means no ads. 1 is every time the screen is shown, 2 is shown every
two times this screen is shown, and so on.
Ad Banner Freq.: 0 means no ads. 1 is every time the screen is shown, 2 is shown every two
times this screen is shown, and so on.
Music: drag and drop an mp3 file for music to any music to play on this screen. If you use an
identical mp3 file for music on several screens, Buildbox™ will currently store that several
times. Note that there is no need to do this, given that many of screens are overlays (like
the pause screen for example) so you would only put in another sound file if you wanted to
override the music already playing.
Loop Music: if ticked, the music will play continuously. If not ticked it will play once and
stop.
Gravity (x and y): continuous force acting on everything as gravity does in the real world.
Time Warp: how long to wait before adding 'speed increase' to the current game speed.
Game Speed Min: start speed at which game will move past the player (regardless of player
movement).
Game Speed Max: final maximum speed at which game will move past the player
(regardless of player movement).
Velocity Drag: force used to slow anything that is moving down. Directly opposes all
movement unlike air-drag for character, though very similar.
Score Multiplier: Scoring is 1 point per pixel moved. A value here will increase that. Eg
value of 10 will mean 10 points per pixel.
Game Direction: In clock-wise degrees where 0 has the character moving left. -90 will be
moving up, 90 will be moving down, and 180 will mean moving left.
Back Deletion Threshold: How far off the back of screen – behind the Player – do objects
need to be before being deleted.
Sides Deletion Threshold: How far off the ‘sides’ of the screen – perpendicular to Game
Direction – do objects need to be before they are deleted.
Screen Names
Prior to Buildbox™ 2.0, screens and screen names are fixed. If you have an old project that
successfully upgrades, you should see most screens coming through with their old names. The list of
old names is listed here to show you how you may use multiple UI Screens and Game Fields.
Start: first thing user sees when game is launched. A special screen with no options on the
Game Mind Map screen.
Main Menu: as it says, the “Main” menu - the purpose for this to allow users to navigate to
other screens.
Shop: This is where you will sell IAPs if you have any, for platforms that support IAPs.
Game Field: shows when the game is playing. It is where you will create any on-screen
buttons of for movement, etc of the character.
Game Over Screen: shows when the game has ended and the game lost.
End Screen: this is the screen displayed when the game has been won – by collecting an
Action with an Action Type of “End Game”.
Start Screen
This is a special screen that only appears on game-load. Once set up, you can see if only very briefly
from the Preview screen (because the assets load very fast on a Mac/PC). It optionally has the
starting image, and a loading bar and labels.
Loading Bar
To add a horizontal loading bar, simply drag this from the left, onto wherever you want it to be. You
can have more than one, should you wish. The settings are:
Labels
This is for display of fixed text, and a starting counter. The available settings are:
Function:
o Left
o Centre
o Right
Stick To Edge: Tick to position text by the edge, instead of floating in the middle.
UI Editor
The screen will look something like this the first time you open it:
Depending on what segment you drop it, you will get a different element. The more flexible, and
common way of setting up UI elements is to use the left side bar and drag them onto the edit area.
The next heading will detail all of those.
Buttons
This screenshot shows the palette of buttons available on the left, and an example of each button in
use – as seen when no image has been set. The default name for each of is the button type.
Leaving the image unset allows you to have a transparent button in the game. These are commonly
used for games controlled by pressing the screen – a single screen sized transparent button is setup
and tied to the Jump action.
Action Button
These are used for triggering Actions you have setup in the game Worlds. The following settings are
available:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Block Touch Through: If this button is in front of another button, do NOT pass the touch
through to the buttons behind. This is useful if you have a screen-size hidden and you want
your pause button to work without triggering the full screen button. Just be sure and tick
this box on your pause button.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Label Offset (x,y): where to show the uses the player has left of the Action, if limited.
Label Scale: numeric value from 0 to 1 which will scale down from the standard size font
defined for labels, generally.
Unlimited Use: will be unlimited if this is selected. If NOT selected, the next three options
will be available.
Max Refix: amount of Actions after game install or after resetting game, that you can earn
through the timer.
Refill Timeout: amount of time, in minutes, to wait before you can earn an additional
Action.
Refill at Start: refill Action to max refill each gameplay (instead of initial game install or
reset).
Audio Button
These are used to turn the sound on and off. The available options are:
Sound is ON: drop a PNG file here to change the image shown
when specified sounds are on.
Sound is OFF: drop a PNG file here to change the image shown
when specified sounds are off.
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
o All Sound
o Sound Effects
o Background Music
Block Touch Through: If this button is in front of another button, do NOT pass the touch
through to the buttons behind. This is useful if you have a screen-size hidden and you want
your pause button to work without triggering the full screen button. Just be sure and tick
this box on your pause button.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Facebook Button
The ubiquitous “Like” button has made it to Buildbox™ by popular request. Creates a like for the
logged-in user, on their Facebook account. Drag the icon from the toolbar on the left, to the menu
screen to create an instance. Has the following settings:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Facebook URL: This is the URL that will be liked by the user when they press the button.
Facebook ID: A required id from Facebook to enable this feature. For more information, go
here - https://developers.facebook.com/apps - and press [Create A New App].
Navigation Button
A big simplification in the update for Buildbox™ 2.0 is around navigation buttons. With the change
to an unlimited number of UI Screens and Worlds, Navigation Buttons were born. Just create a
Navigation button with the correct Function setting, and you will see an additional exit selector on
the Game Mind Map for that UI – complete with the name you give it, here for ease of reference.
The available settings are:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
o Review: take player to review link (see General in Project Settings) for the current
App Store, when this game is built.
o Share: allow player to share the game via email, sms, etc (depending on platform).
Will use Share Message defined for the current App Store, when this game is built.
o Restore Purchase: For App Stores that support it, this will restore non-consumable
purchases (used when player has purchased IAPs and now loaded the game on a
new device – so they can access what they have already paid for on the old device).
o Game Services: Show Game Services (Apple App Store) or other App Store
equivalent if supported.
o Reset Settings: Reset game to original state. Will display the warning configured in
General Project Settings before proceeding.
Block Touch Through: If this button is in front of another button, do NOT pass the touch
through to the buttons behind. This is useful if you have a screen-size hidden and you want
your pause button to work without triggering the full screen button. Just be sure and tick
this box on your pause button.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Note: on Android devices, the system back button corresponds to the "Back" button Function .
On game-play screen it will bring up the pause screen, and on pause screen it will go back to
gameplay (this is to stop a double-tap of the button from exiting the game by mistake).
Switch Button
Name: internal name for your reference only. Appears on the
layout area.
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Purchase Button
Allow player to purchase items. Typically found in a game shop screen, or other areas where you
want people to purchase. Available options are:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Visibility Threshold:
Interval:
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Quantity: number of Actions a purchase will purchase. Does not apply to Remove Ads type.
Purchase Method: How the item can be purchased. Additional options will appear based on
a selection from the following options:
o In Game Currency:
o In App Purchase: in-app purchase (IAP) through an app store (purchase with real
money.
o Rewarded Video: User will watch a video completely to earn this item.
URL Button
Put this in and the user will open a new web browser window when the user clicks it, on platforms
that support browsers.
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
URL: standard URL that will be visited when use clicks it. Include the http:// (or other link
prefix. This could be any protocol the local browser supports and not just web – eg a
protocol defined by an app on the device, used to launch that app).
Lock Button
This is for buttons that show inactive at first, and need to be unlocked by purchase, game progress,
etc. This is very flexible, and can be seen in Stage Clear starting game template. Available options
are:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
o Menus: a menu screen ie UI you can attach on the Game Mind Map
World: the World where the Scene is found. You MUST attach this selected
world in the Game Mind Map.
o Next Scene: used for stage-clear type games. Player will stay in a single level until it
is complete (ie this is unlocked based on the rules you define) and then move to the
next Scene in the World). This only works on UI screens attached to a World, of
course.
Auto Follow: as soon as you click the Button to unlock it (with currency or whatever you set
it to) it will be activated and take you to the defined destination. Useful for a skip level
button, or similar.
Auto Lock: every time you see this button on a new level it will be locked, and require
unlocking. This makes it easier to use the same UI for a collection of levels, while still
starting each level with a “fresh” locked button.
Block Touch Through: If this button is in front of another button, do NOT pass the touch
through to the buttons behind. This is useful if you have a screen-size hidden and you want
your pause button to work without triggering the full screen button. Just be sure and tick
this box on your pause button.
Keyboard Key: This allows you to add keyboard control. It works the same way as the game-
wide keyboard controls: refer (page 82)
Logic (UI)
These are similar to Logic assets found in Worlds, however they are used for controlling the user
interface.
Event Observer
Use these to respond to game events and take action like loading
another World or UI screen. They will only have events to react to
when the UI screen is attached to a World, of course.
o Game Over
o Session Distance
o Session Points
o Session Coins
o Total Distance
o Total Points
o Total Coins
o Best Distance
o Best Points
o Best Coins
o Last Scene
o Second Play
Session Total: available only for Event Types that require it – like Session Points.
Function: how to start the screen (really only has an effect if loading a World)
Pause Current World: freeze current World so player can come back to it in its current state.
Unlock (Logic)
These are used in conjunction with Lock Buttons that are set to Default Unlock, or to unlock
Characters
o Unlock Character
o Unlock Button
Object: a list of all Character Buttons or all Lock Buttons defined in any UI screen (depending
on what sort of Lock Type you selected, above) that you can link this to. With Unlock Button
it will also show these special options in the list typically used for a menu similar in style to
Rovio’s Angry Birds:
o Unlock Next Scene Button: unlock the next Scene – without having to configure an
Unlock logic for each button.
o Unlock Current Scene Button: unlock the current Scene – without having to
configure an Unlock logic for each button.
Characters (UI)
These are all about selecting and controlling the Characters. You can see all of the available assets
on the screenshot, above.
Character Button
This is for defining button and or redefining keyboard controls of the game Character. Options are:
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Function:
o No Action
o Jump
o Shoot
o Rotate Left
o Rotate Right
o Move Right
o Move Left
o Move Up
o Move Down
o Component Action
Block Touch Through: If this button is in front of another button, do NOT pass the touch
through to the buttons behind.
Keyboard Key: This allows you to add/redefine a keyboard control. It works the same way
as the game-wide keyboard controls: refer (page 82)
Multiple Unlock
This used to be called Character Selector. This shows a carousel as you add more characters so you
will never run out of space. Place this on a screen and resize till you are happy with it. These
options are available:
Single Unlock
This is the Character unlocker for a single character only. This gives you the highest level of control,
but may not be practical for games with large amounts of Characters.
Stick to Edge: button will stay on the edge of the screen when
scaling is done for different sized screens.
Keyboard Key: This allows you to add/redefine a keyboard control. It works the same way
as the game-wide keyboard controls: refer (page 82)
Joystick
This allows you to have an on-screen joystick. To create one,
drag the Joystick button from the left onto the game-field.
Sensitivity: a value of 1 will mean the character will move at the same speed as your finger.
A smaller value will see less movement. Eg 0.5 will move at half speed, and 2 will move at
double your finger speed.
Control Style: How the joystick will work. Has the following values:
o Relative: Works like a standard analogue joystick. The more you move from the
center position in any direction, the faster you will change to move in that direction.
Accelerometer
This control works quite similarly to the on-screen joystick.
Labels
To add a label, drag the button down the left of screen. You will see the following options:
Function:
o Score
o Distance
o Points
o Coins
o Best
o Current
o Total
o Left
o Centre
o Right
Stick To Edge: Tick to position text by the edge, instead of floating in the middle.
Font Editor
This screen is where you set the font used in labels throughout your game. The fonts available are
all fonts installed on your computer, so if you want more fonts for Buildbox™, just install them as per
normal on your computer.
After selecting your font, you can then set the following options:
Shadow Offset(x and y): if either value is not zero, and Draw Shadow is selected, a shadow
will appear.
Stroke Width: The edge of the fonts will be drawn with a pen of this width, if Draw Stroke is
selected.
Shadow Color: what color the shadow should be, if Draw Shadow is selected.
The collision shape could be said to the most important part of your game, as without them, you
came cannot function. They are used every time your game kills an object, bounces an object, or
even just stops an object. All these things happen when two game element's collision boxes collide,
or when an object's collision box collides with the game boundary.
What is NOT used for any of these things is the sprite image itself - this gives great flexibility to you
as the game designer.
Altering an object's collision box is very similar to editing your game's boundary, though it is more
flexible. You can change a collision box by clicking and dragging and dropping any of the points
(shown as small circles) that define it.
Shape:
o Circle: the simplest collision box to define. You can make this bigger and smaller and
it will remain a circle.
(One-way collision): turn on or off the one-way collision option – which turns on a
green pointer. This can be seen in the above screen-shot. To change the direction of the
one-way collision click and drag on the end of the arrow. The direction the arrow is
pointing, is the direction that the player’s Character will be able to pass through the collision
box.
(Add): select a point, and click this button, and a new point will be added next to your
selected point.
(Remove): select a point, and click this button to delete the selected point.
(Reset): reset the collision box to the original "best guess" that Buildbox™ made when
importing the PNG file.
Notes:
You cannot have a convex collision box. Don't worry if you are unsure what this means, as
Buildbox™ will not let you create a convex box, and will turn the box red to warn you if you
do so by accident. If you need a convex box, you should first consider if you really need one.
If you are still convinced, you may want to look at Connections to create a composite object.
Collision boxes for Characters will usually be a bit smaller than the visible boundary of the
character for better playability. If too big you run the risk of the user feeling cheated when
they get killed and think your game unfair.
For lower CPU usage, keep your collision boxes as simple as you can.
Project Settings
General
Here is where you configure the details needed for submitting your game to the various app stores.
The very top of the window is a menu selection bar that highlight the current - General - screen in
yellow. Click on Controllers or Advertisements to go to those screens.
At the top of screen, below the menu selection bar, you will a drop-area for the game icon. To set
your game icon, drag and drop a PNG file. The file will be resized automatically for each platform.
The advanced image options screen is accessible from this box.
Score Type:
o Coins: Scoring is based on collecting Action items that have a coins value. Ie your
scoring is the same as your coin collection.
o Landscape
o Portrait
Game Version: the game version. This is used for version control when submitting updates
to app stores.
Share Screen: What will be used for social sharing features, if used.
Screen Adjustment:
o Fit to Height: scale image to fit height of screen. Sides will crop or show more as
needed to deal with aspect ratio changes.
o Fit to Width: scale image to fit width of screen. Top and bottom will crop or show
more as needed to deal with aspect ratio changes.
Reset Message: This is the confirmation message shown when somebody presses the Reset
Game button.
The bottom part of the screen is designed in such a way that you save settings for multiple
different app stores (/device types). To look at each of these, click the Application Store drop-
down and change the displayed app store. When you export a game for an app store the
corresponding settings are used.
Application Store: displayed settings are for this app store. For available options, see list of
Exportable App Stores.
Bundle ID: A unique identifier that gets embedded into the app and must be unique within a
single app store. Usually in the form of com.short-company-name.short-game-name.
Name on Device: a short name that will be displayed on the device, once the game is
installed. This will appear under the game icon. If the this is too long to display, the device
will usually abbreviate the middle of it by using ".."
Leaderboard ID: the code-name of the leaderboard. This is what you setup in Apple's Itunes
Connect, or Play Developer Console, or Amazon, so the game can use it.
Review Link: link within the app store that will take the player to a page on the app store
where your game can be reviewed.
Share Message: the message to show to the user when prompting to share the game. If you
want to show the players' score in this message you can insert the special tag "[[SCORE]]"
into your text. If you want this message to be useful, you will need to put in a link. If you are
pushing to multiple platforms, you may want to make this link go to a web pages instead of
an app store (perhaps their friend has a different kind of device).
Licence Key: Google Play only – signing key from the game on Google Play.
Game Services ID: Google Play only – ID for Google Game Services. For leaderboards, etc.
Google Play ID: If using Google Game Services (leaderboard) then you grab the ID from
setting the game up for Google Game Services.
Steam App ID: ID for the game if you are releasing on Steam.
Version Code: Used for Amazon Game Circle or Google Game Services
Controllers
The very top of the window is a menu selection bar that highlight the current - General - screen in
yellow. Click on General or Advertisements to go to those screens.
Non-click/touch game controls are set here. There are currently two control methods supported –
selectable from the Controller dropdown.
Keyboard
Gameplay
This Buildbox™ setting screen has been removed with version 2.0. Gameplay Presets have been
moved to the Creator screen.
Advertisements
The very top of this window is a menu selection bar that highlight the current - Advertisements -
screen in yellow. Click on General or Gameplay to go to those screens.
There are several sets of options set to set on this screen, which you get to by changing the value of
Application Store. Screen-shots of each of these are to follow.
Note: the ad networks compiled into your game are NOT determined by these screens. They are
determined by the ad networks you select for the game screens - see Menu Overview.
When using Heyzap for iOS or Android games, after exporting the game manually check the ad
networks you have chosen with your Heyzap account for this game. There are a lot of networks you
may use – or choose not to – and Heyzap add to this list from time to time. You may decide to add
additional networks – or even remove some you decided not to use.
Hence you generally only want the networks you are actually going to use or your game will be too
big – to no benefit. (for example if you are not using Facebook ads then it would be silly to add the
Facebook ads library.)
Buildbox ships with support for a lot of the supported networks – though not some commonly
unused.
Currently, Buildbox™ supports a waterfall for some ad networks on Android and iOS platforms.
Hence you can define a waterfall for banners and interstitials on:
Not all networks can be used in waterfall at this time. Heyzap for example is not part of this list –
though it is available for Google Play and Apple iOS App Store.
The ad network used is still determined by the individual screen settings settings. To use the
waterfall you define here, just pick an ad network that is in your waterfall list. The ad network does
NOT have to be the first network in that list.
Fill out details for whatever advertising company you will be using. As you can see, there is a wide
selection.
Fill out details for whatever advertising company you will be using.
Fill out details for whatever advertising company you will be using.
Preview
There are only a few controls for this screen. The buttons/options from left to right are:
Debug mode: show collision boxes in various colors (like the screen shot, above).
Show Fullscreen: set to full screen. Works well if you have two monitors - once for the
editor and one for preview.
Take Screenshot: save an image from the simulator and save to desktop.
o 1136x640 - iPhone5
o 960x640 - iPhone4
o 1024x768 - iPad2
o 1920x1080 - Full HD
Zoom: take set size and scale it for display. This is handy for when you want to do HD
screenshots, but without the window taking up the entire screen. Options are:
o 100%
o 75%
o 50%
And on the top right is the restart button. Pressing this is like closing the window and opening it
again.
Atlas Editor
This is an advanced screen provided to edit the atlas/sprite sheet files that will let you tweak them.
The most important thing you can see on this screen - for the non-advanced user - is how many Atlas
sheets you can see. The more of them, the bigger your exported games will be. In general, smaller
is better - for memory use and download size of the app.
On the left is the list of atlas files. When you click on them, you can edit the advanced options on
the right. These are:
Padding: how many pixels space between individual sprites. A value of 0, may generate
artefacts in your sprites edges is not recommended
If you want to move sprites to another atlas file, just click and drag the image to another atlas on the
left side of screen. To create a new atlas file, press the [Add Atlas] button on the bottom left.
To optimise or rebuild the currently selected atlas file (after removing or adding some images press
the [Optimise] and [Rebuild] buttons respectively, on the bottom right.
File
New: abandon the current project (BBDOC file) and create a new one. Show Creator Screen.
Export: export current project. This is what you need to do when you a ready to submit a
game to an app store. When you click on one of the export options listed below, you will be
asked for a location.
o IOS (mobile)
o Android (mobile)
o Amazon (mobile)
o OSX (desktop)
About: show summary of your current Buildbox™ install, including current version installed.
Note: exported projects will then need to be compiled in XCode, Visual Studio, or similar – with the
exception of Windows EXE.
Edit
Undo: standard application undo last operation.
Align Scenes: layout all scenes in the time-line such that they will play one after the other.
Randomize Scenes: layout all scenes in the time-line such that they will are all in parallel. On
play one of these will be randomly selected to show.
Add
New Image: add Image object (only available on UI Editor)
New Action Button: add Action Button object (only available on UI Editor)
New Purchase Button: add Purchase Button object (only available on UI Editor)
View
Atlasses: Show the Atlas editor.
Actual Size: change zoom level to actual size - neither zoomed in or out.
Show Simulation: open Preview screen – as if you had pressed the play button on the right.
Snap Mode: turn on snap mode so that objects snap to locations on screen (easier to
position objects).
Tools
Remove Unused Level Objects: delete unused objects, Actions and effects.
Help
Buildbox Documentation: Open a web browser and show the main documentation page.
Welcome Screen: Show Welcome screen that also appears when you open the program.
Check for Updates: check to see if there is a new version of Buildbox™ available for
download.
Get Logs: support may as you to send them logs. Press this and you will find a log file on the
desktop, ready to send to support.
Activate Licence: use this to turn your demo software into a fully licensed product.
Advanced
Motors
Motors are a setting that relates to Connections. If you want the background on this, you should
read that first.
Click on the line between two points, and you can set the options for the join. These options let you
get objects moving as you can see from these:
Speed: top speed of object around the parent pivot point. Positive numbers will move
clockwise.
Torque: how much circular force is used around the parent pivot-point.
Button Activated: if ticked, this will only activate when the motor rotate buttons are
pressed. Usually this is used on objects attached to the player character, however they can
be used anywhere.
Convert to Clones
This is a high level game optimization. No need to mess with this unless you have already optimized
other things like image sizes, number of atlases, etc, and are still looking to make things even smaller
and more efficient.
If you have many of the same objects in your game, all with the same properties (ie same size, etc)
you can select one of them and select Convert to Clones from the tools menu.
It will remove a ton of duplicate data and just store the duplicate objects as clone of the root object.
Only the position, rotation and scale will be saved.
The "root" object will contain the other settings which will affect all the clones automatically.
The first thing to note, is the top-left, which allows you to select what image you wish to alter. By
default the image that you came from will be selected, but you can edit any image currently loaded
into the project (Note: changing the selected image and making an edit will NOT change the image
you came from - it will edit whatever image you changed to).
All instances of the selected image will be changed by what you do on this screen.
Contrast: contrast of the image, from -1 to 1 where 1 has the most contrast and -1 as the
least.
Hue: If not 0, will put a color-cast to the image. Values between -2 and 1.5.
Saturation: Sets the richness of the color. Values between -2 and 1, where -1 is completely
washed out and 1 is completely saturated.
Opacity: Sets how transparent the image is. Values between 0 and 1 where 0 is completely
transparent and 1 is completely opaque.
To save changes press [Save] and to leave the screen - without saving - press [Close]
How Do I...
The biggest question the team in support get starts with "How Do I," so we wanted to devote a little
time to answering some of these, and if possible give you all ideas on how to answer this question
yourself. After all, when you are "in the zone" you don't really want to wait for anything - let alone
for support to reply.
Buildbox™ is a very flexible system, in which case there may be more than one way to do what you
are trying to do. You may find flicking through this manual may give you an idea. Probably the
biggest tip that can be offered is to try NOT to look at items in Buildbox™ as they are defined.
Think laterally. What happens when you take an item out of its usual operating location and put it
somewhere else. An example of this are links and attachment motors. Now they are designed for
use in creating vehicles that are driven by wheels. If you look up the wheel motors in this manual
you will see the example given is completely diverse from that. This was done with the purpose of
helping the reader look at things more flexibly.
So to get you going, what are some things you can do with these links and motors, aside from a
motorcross bike?
Launcher: set up two rows of wheels, each side set to turn in opposite directions. Put each
row evenly apart, and put an object to be launched in the barrel created. Make all the
motors button triggered. When the user presses the button down, the projectile will be
launched.
Walker: make a stick with its pivot up one end (ie not in the center). Attach two of these to
the character, with opposite turn directions. The player can move the character around by
pressing both turn buttons one after the other.
Gripper arms: give your character gripper arms by using two sticks as above, and mounting
them parallel to each other, and set them to turn in opposite directions. Now one turn
button will cause the gripper arms to grip, and the other button will cause the arms to move
part.
Create a physics object "B". Recommended set to collision type - no-collide (or shape will
stop free movement as it is at the elbow)
Object "C" will swing if you have it start high enough, as acceleration due to gravity kicks in.
Design Mode
Preview mode
1. Create an object.
3. Optionally make the object invisible (by using a transparent PNG for the object image)
Note: you may make the Action impossible to pick up as the object cn be in the way. Hence you may
wish to offset the Action from the object.
To do this you just need to adjust the anchor point in the animation editor. Open the animation
editor like this:
So what this means is as soon as the character lands on the enemy's head, it picks up and triggers
the Strike which kills the enemy.
https://www.buildbox.com/tutorials/
The Basics
Drag and Drop
Perform a drag and drop by having both the source and destination visible on screen (for an image
file, the source would be a Finder/Explorer window). Move the mouse over the source, press the left
mouse button down and hold it. Now drag the mouse to the destination, and let go of the mouse
button.
PNG File
A type of image file. Supports transparency and various amounts of colors. Lower color settings will
mean a smaller PNG file.
MP3 File
An audio file that uses lossy compression. Lowering the quality settings of the file before import will
make the file smaller.
Apple iOS App Store - Mac mobile devices including iPhones and iPads. IAP supported.
Windows desktop.
Microsoft Windows App store (previously known as Windows Metro). This is the new
universal app all windows devices are moving to – including phones, pads, desktops and the
next release of Xbox.
Image Scaling
Scaling an image in Buildbox™ is very useful, however you should consider the following before using
it too much:
Scaling an image down all the time means that your final game will be downloading, storing, and
loading into memory, a large image on the device, for no benefit - the extra detail is being thrown
away by shrinking the image on screen.
Scaling an image up too much will result in blurry edges which can make your game look bad. This is
not always bad though depending on how you are using the image and you may want to consider it
for optimising your stored atlas sizes. For example if you are using a 1x1 pixel grey image and scaling
it up to completely cover the screen, no blurry edges will be seen.
Storage Space
Every PNG file has "header" information about how big the image is and the like, and then the image
data itself. If we assume that every PNG file you have is 2% header information, and we have 25
images, then we are using 25.5 image worth of storage to store those files.
If we take those 25 images and stack them all next to each other (a bit like a photographer's contact-
sheet) then we will have a single PNG file with almost no wasted "header" information, saving the
half an image's worth of space.
You can manually create sprite sheets using a tool like Photoshop and a lot of manual work, however
Buildbox™ does this for you automatically.
Device Memory
Without going into the reason why, any image stored in memory can only put into a box that is a size
that is a power of 2 (2,4,8,16,32,64,128,256,512...). Now if we have an image that is 300 pixels wide
and 100 high, it would be stored in a box of size 512 pixels wide and 512 pixels high which would
mean 88% wasted memory for just that one image.
Start using a lot of those single images and your game may perform terribly, or not run due to lack of
memory. Sprite sheets fill the entire storage box in memory, and inside IT you can cram as mans
images as possible, resulting in very little wasted memory. Sometimes - with more technical work
that we will go into here – none at all.
Color-Picker
This screen is rather self explanatory. The easiest way to use this screen is to click in the box on the
top-right, and then set the color brightness/darkness with the slier on the far right. If you want a
transparent color, set the Alpha Channel to a value less than 255.
Animation Editor
The screen has several components. The main image area, where images can be moved around the
sprite pivot point (the dot in the very centre), and the advanced options panel on the right - which
are defined per each image you have.
On the bottom you can see the animation panel itself, with these buttons/fields from left to right:
Frames: number of animation frames. (the screenshot shows 9) If you have animated sprites
that have less frames than this value, they will repeat as required.
Animation Speed: how fast to play animations. A value of 1 - the default - I about 30 frames
per second, with values between 1 and 0 being slower, and values above 1 being faster.
Position: where the images are in relationship to the centre point. You will see these change
as you drag the image around the window.
Image: this is a PNG Drop Box. If you want to use an animated image, you can drop several
PNG files at once, here.
Stick to Edge: if this object is scaled, having this object ticked will mean the object stays
where it is relative to the side, instead of the centre.
Notes:
moving images around in a multi-framed animation will not allow individual movement per
frame. Wherever you move them to, is where they will stay for the entire animation.
if you edit images on this screen, it will not alter the objects'(/characters'/etc) collision box.
If you want to add another image - possibly animated - then just drag and drop a png file (or
collection of png files) onto the main editing area, as you can see, above. When you press the
animation play button down the bottom-left, you will see them both animate.
You can drag and drop Objects from the main Buildbox™ window.
This will bring in all the standard object settings, instead of just an animated or fixed image. The
screenshot shows an example of an object, and the options available on the right. For details of
what you can do you should look at the section on Objects settings.
Character death animation as per the game, Phases: put in several separate "chunks" of the
character, and give them physics properties including velocities.
Objects that spawn: could be interesting weapon effect if added to shooting animation or
bullet animation - providing a different look or additional objects that kill a bit like a cluster
bomb.
Exploding objects on jump: A rocket particle-like effect when the character jumps.
Export/Compile Checklist
Do you have:
1. An app icon?
2. A bundle ID for your app store?
3. An app full-name and device-name?
4. Leaderboard ID (if using Game Center)?
5. Google Play ID (if using Google Game Services)?
6. A share message (if using Share feature)?
7. A review Link (if using a Review button)?
8. Ad network settings (if showing ads)?
9. Checked that ad networks selected on screens are available for your selected app store
(most ad companies are only available on some platforms)?
10. Do you have a licence key? (for Google Play or similar)